• Title/Summary/Keyword: Virtual Reality Platform

Search Result 224, Processing Time 0.025 seconds

Dynamic deformation measurement in structural inspections by Augmented Reality technology

  • Jiaqi, Xu;Elijah, Wyckoff;John-Wesley, Hanson;Derek, Doyle;Fernando, Moreu
    • Smart Structures and Systems
    • /
    • v.30 no.6
    • /
    • pp.649-659
    • /
    • 2022
  • Structural Health Monitoring (SHM) researchers have identified Augmented Reality (AR) as a new technology that can assist inspections. Post-seismic structural inspections are conducted to evaluate the safety level of the damaged structures. Quantification of nearby structural changes over short-term and long-term periods can provide building inspectors with information to improve their safety. This paper proposes a Time Machine Measure (TMM) application based on an Augmented Reality (AR) Head-Mounted-Device (HMD) platform. The primary function of TMM is to restore the saved meshes of a past environment and overlay them onto the real environment so that inspectors can intuitively measure dynamic structural deformation and other environmental movements. The proposed TMM application was verified by demo experiments simulating a real inspection environment.

A study on metaverse construction and use cases for non-face-to-face education (비대면 교육을 위한 메타버스 구축 및 활용 사례에 대한연구)

  • Kim, Joon Ho;Lee, Byoung Sung;Choi, Seong Jhin
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.1
    • /
    • pp.483-497
    • /
    • 2022
  • Recently, due to COVID-19, non-face-to-face online lectures are being held all over the world. In higher education in the post-corona era, distance learning has become the main teaching and learning method. At this time, Metaverse is being proposed as a new alternative. Metaverse has basic elements such as avatars, 3D space, and activities accompanied by interaction, which can be seen as a difference compared to existing VR (Virtual Reality) contents. This study designed and built an educational metaverse platform that can be applied to actual lectures by reflecting the three elements of the metaverse.In addition, we implemented a cross-device-platform that supports various devices such as HMDs, smartphones, tablets, and PCs by reflecting user requirements through usability tests such as middle school, high school, college students, and parents, so that anyone can easily participate in Metaverse lectures. Currently, the metaverse platform is being developed and serviced in various ways, but there are hardly any services designed for education. Just as services such as Zoom, the existing video conferencing solution, were used for non-face-to-face education, some functions of the currently serviced metaverse are utilized for education and used in the form of a one-time event. The educational metaverse platform developed through this study is expected to be a reference in constructing the metaverse for education in the future.

Integrative Review on Nursing education Adopting Virtual Reality Convergence Simulation (간호교육에 적용한 가상현실 융합시뮬레이션 연구에 대한 통합적 고찰)

  • Kang, Sujeong;Kim, Chunmi;Lee, Hung Sa;Nam, Jae-Woo;Park, Myung Sook
    • Journal of Convergence for Information Technology
    • /
    • v.10 no.1
    • /
    • pp.60-74
    • /
    • 2020
  • Nursing education using virtual reality simulation (VRS) has emerged as a new teaching method for improving nursing student's knowledge as well as of competency for clinical nursing skill. The purpose of this study was to analyze the effects of nursing education using VRS through an integrative analysis on quantitative and qualitative research. Through quality assessment on the total 382 studies, 17studies (12 quantitative and 5 qualitative) were finally selected. Contents of the 17 studies were reviewed and those with respect to four aspects were gathered: the condition, knowledge, and attitude for effective education using VRS, and the effects of nursing education using VRS on the practice. Readiness of the use of virtual reality device, mastsering of the platform, and interesting scenario were required condition for effective education. The effects of nursing education adopting virtual reality convergence simulation oin terms of knowledge, attitude, and practice included enhancement of the knowledge and extension of the knowledge, improvement in memorizing the process and sequence of the practice through repetitive education, and development of empathy ability and formation of rapport. Hence, adopting virtual reality to convergence simulation of nursing education can maximize the effect of the education.

Understanding of Metaverse Platform Ecosystem: Focusing on the Theory of Double Lines and Five Elements (메타버스 플랫폼 생태계의 이해: 양선오요소(兩線五要素) 이론을 중심으로)

  • Lee, Seoyoun;Chang, Younghoon
    • Knowledge Management Research
    • /
    • v.23 no.2
    • /
    • pp.15-35
    • /
    • 2022
  • With the development of virtual and augmented reality technologies, the metaverse, a digital world that provides an immersive feeling like the real world, is overgrowing. Many IT companies such as Naver, Facebook (Meta), and NVIDIA are developing innovative technologies and launching the Metaverse platform and related products on the market. However, even though it is a new business in which many global big tech companies are aggressively investing, the results are not yet precise compared to the market expectations, and the rate of increase in the number of users is gradually slowing down. This can be attributed to the lack of consideration and understanding about how to grow the metaverse ecosystem and operate & harmonize various users/components from the time the metaverse platform was designed. In order to propose a better solution to these problems, this study adopts the yin-yang and five elements theory, which was created to understand the operation logic and logic of the human world for thousands of years. This research would like to propose a theory of double lines-five elements by defining two essential spaces of the metaverse platform, online and offline, and five essential elements constituting the metaverse platform. This study intends to provide a theoretical lens on how to design and operate a platform through the double lines and five elements theory and the concept of coexistence and polarity between the five elements.

Exploring the educational applicability of Metaverse-based platforms (메타버스(Metaverse) 기반 플랫폼의 교육적 활용 가능성 탐색)

  • Jeon, Jaecheon;Jung, Soon Ki
    • 한국정보교육학회:학술대회논문집
    • /
    • 2021.08a
    • /
    • pp.361-368
    • /
    • 2021
  • Daily life such as society, economy, and culture is fundamentally changing due to COVID-19, and digital transformation based on information technology (IT) such as artificial intelligence, data, and cloud is accelerating. In this study, we focused on the metaverse, which is based on the interaction between the virtual world and the real world, and explored the possibility of using the metaverse-based platform for education. The metaverse-based platform was approached from the perspective of the online education ecosystem, which means that not only online teaching and learning activities but also holistic educational activities such as learning, communication, and empathy are performed within the metaverse. In this metaverse platform, learners can feel the presence of learning, and learning motivation and immersion can be promoted. In addition, it is possible to experience self-directed learning based on the autonomy of spatial movement. Although there are technical and ethical limitations to applying the metaverse platform, it would be preferable to focus more on the interaction between learners in the metaverse world rather than high expectations.

  • PDF

Design of Location Recognition and ID Identification for NFT Reports in Metaverse-based Field_study Trip (메타버스기반 체험학습 NFT보고서의 위치인식과 ID식별 설계)

  • Mingoo Kang
    • Smart Media Journal
    • /
    • v.12 no.9
    • /
    • pp.38-44
    • /
    • 2023
  • In this paper, a blockchain-based platform of NFT(Non-Fungible Token) reports was proposed to ensure the reliable performance contents of field study trip. It is possible to identify and manage the personal multi biomeric authentication user ID of activity records for students in a mobile IP-based metaverse with the linkage of extended reality(XR). At this time, many quests and incentives of platform are provided to induce students to experience smart and fun field studying facilities by linking real trip experiences and virtual extended_reality studies in the metaverse interworking.

A Mixed Reality Based Interface for Planing Layouts (공간 배치를 위한 혼합현실 기반의 인터페이스)

  • Kang, Hyun;Lee, Gun A.;Son, Wook-Ho
    • Journal of the HCI Society of Korea
    • /
    • v.2 no.2
    • /
    • pp.45-51
    • /
    • 2007
  • Space planning is one of the popular applications of VR technology including interior design, architecture design, and factory layout. In order to provide easier methods to accommodate physical objects into virtual space planning task, we suggest applying mixed reality (MR) interface. We describe our hardware and software of our MR system designed according to requirements of the application domain. In brief, our system hardware consists of a video see-through display with a touch screen interface, mounted on a mobile platform, and we use screen space 3D manipulations to arrange virtual objects within the MR scene. Investigating the interface with our prototype implementation, we are convinced that our system will help users to design spaces in more easy and effective way.

  • PDF

Development of Force Feedback Seat for PC-Game (Force Feedback을 이용한 PC Game용 체감시트 개발)

  • Choi Sam-Ha;Kim Kyung-Sik
    • Journal of Game and Entertainment
    • /
    • v.1 no.1
    • /
    • pp.15-22
    • /
    • 2005
  • Among recent technologies that are applied to game development, virtual reality part is getting much attention for its technological effectiveness in transmitting game processing circumstances in variety that are happening in game world very realistically. In this study we analyze interface for game that is based on a action realization technology and force-feedback technology among technologies for developing virtual reality, in other words, technical analogy on game controller and the positive and negative sides of game controller for each platform. Based on that, more ordinary and effective way to deliver the functions to users in PC game field where application of force-feedback technology is least satisfied. And, Force-Feedback seat has been developed to satisfy the users' needs by using vibration.

  • PDF

Enhancing Construction Jobsite Safety Training Through iSAFE-Education: A Novel Approach Using Industry 4.0 Technologies

  • Mehrtash SOLTANI;Akeem PEDRO;Rahat HUSSEIN;Si Van TIEN TRAN;Aqsa SABIR;Doyeop Lee;Chansik PARK
    • International conference on construction engineering and project management
    • /
    • 2024.07a
    • /
    • pp.1212-1219
    • /
    • 2024
  • Traditional safety training methods in construction, such as toolbox meetings and classroom sessions, fall short of addressing the challenges faced by workers, especially migrant workers hindered by barriers. The compliance-driven nature of safety management practices is identified as a core issue, often disconnected from the realities of the jobsite. To tackle these limitations, we propose iSAFE-Education, an approach harnessing Industry 4.0 technologies. By integrating Virtual Reality (VR) and Metaverse environments into safety training, this platform immerses workers in authentic jobsite contexts using 360-degree panorama images. Our method provides virtual walkthroughs, enabling workers to familiarize themselves with site-specific features and safety protocols. Additionally, iSAFE-Education facilitates site assessment and safety information sharing among project participants within the immersive jobsite environment. This paper highlights the importance of hazard information delivery and positions this solution as an answer for enhancing jobsite safety in contemporary construction settings.

Conceptual Design on the Marketing Platform for E-Books - The Business Model on the Notion of Social Cooperative - (디지털 출판물 유통 플랫폼 개념설계에 관한 연구 - 사회적 협동조합형 비즈니스 모델 -)

  • Chung, Jun Min
    • Journal of Korean Library and Information Science Society
    • /
    • v.50 no.4
    • /
    • pp.33-55
    • /
    • 2019
  • A marketing platform based on the legal deposit system was designed. It is an e-book distribution platform that systematically binds library networks nationwide by linking with the National Library's deposit system to complete the existing paper that the library should become a publishing platform. The purpose is to bundle e-books into a distribution space and naturally assemble readers to serve as virtual platforms for domestic publishers, authors, bookstores, and platforms running various publishing / subscribing services. The premise is not a sale of e-books, but a rental concept, but the platform is valid regardless. In addition, the platform takes the form of social cooperatives to represent the interests of all members involved in publishing services. The lead-based distribution platform is the most ideal business model to compromise with reality. Conceptually, the service of the publishing content-related industry is a model in which all content is supplied from the lead-bone system, which is a collaborative space, and technically, the central e-book database controls the flow of all content, but the publishing content-related industry takes the form of controlling its flow through virtual.